"""
Assign initial skin weights to a mesh using the provided joints.

.. figure:: _images/initial-weights-example.png
   :align: center

Installation
============
* Extract the content of the .rar file anywhere on disk.
* Drag the skinning-tools.mel file in Maya to permanently install the script.

Note
====
It can always be quite hard to find good bind settings to start of your
skinning work. This tool will aid you to set the bind weights for you. There
are a few options available to you to get the preferred result. It is possible
to run this tool on specific components of a mesh. This will make it possible
to use different settings on different parts of the mesh.

The mesh can be smooth in memory to get rid of areas that would be hard
otherwise to find the best associated joint. If smoothing itself is not enough
the point can be displaced along its normal based on a the shortest distance
to the joint multiplied by the projection variable. This will ensure that the
point gets moved closer to the best associated joint. At the same time this
needs to be used carefully as it can cause unexpected result on areas like
mouth cavities etc.

On top of this it is possible to already blend the skin weights between the
line of the parent influence and its child. If the blend option is not used
vertices will have a maximum influence of 1. If blending is used the max
influences per vertex increases to 2. The way this number is calculated is to
get the parameter of the closest point on the line from the specified vertex.
By default the blending is linear, but tweening methods can be used to create
a nice fall-off on the weighting.
"""
from skinning.tools.initialize_weights.commands import *

__author__ = "Robert Joosten"
__version__ = "1.0.3"
__email__ = "rwm.joosten@gmail.com"


